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  #1  
Old Jul 12th, 2021, 07:33 AM
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Duxus Duxus is offline
Great Wyrm
 
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Enter "Group Name here"

Folks, please post your characters below.
Whenever you have'em ready, post your stat blocks* as well.

*: However you like'm. If you want I can send you my big template as well.

PLAYERS
Player Character Race Class Background Charater Sheet
kymrel Theodore "Teddy" Hamfast Lotusden Halfling Totem Warrior Barbarian Outlander Link
Embrodak Expositor Alegra Half-Elf Celestial Warlock Sage (Cobalt Soul) Link
MontageManiac Gheshar Nemmonis Ravenite Dragonborn Echo Knight Fighter Special Operative (Urban Bounty Hunter) Link
hafrogman Callisto Evgeniya Pallid Elf Twilight Cleric Far Traveler Link
Still_Pond Skarn Goldbeard Hill Dwarf Enchanter Wizard Guild Merchant Link
Numen Wraith Quelludorn Slagaxe Mountain Dwarf Transmutation Wizard Clan Crafter Link


Previous Players
Player Character Race Class Background Charater Sheet Current Status
thefeywild Fernand Ostemul Human College of Eloquence Bard Noble Link Kidnapped
chri2m Daviko Rolichar Feral Tiefling Swashbuckler Rogue Soldier Link Solo Mission
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Last edited by Duxus; Sep 29th, 2021 at 04:13 AM.
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Old Jul 12th, 2021, 09:51 AM
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Last edited by Duxus; Sep 29th, 2021 at 04:06 AM.
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Old Jul 12th, 2021, 10:43 AM
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Simple Storysmith
Event Judge
 
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Gheshar


1.General Info
a.Have you played/read "Night Below": N
b.Have you watched&remember the first part of Campaign Diaries of Colville?: Y
c.Do you watch Critical Role: Y
d.RPG Experience: 4e after college with friends at home. Predominantly PbP gaming with 5e, both as player and as GM.
e.Expectation from this game: I really like role playing, but it’s also d&d so swinging a sword would be really cool, and an Echo Knight has some great utility options that would make it really fun to play… and I really like Dragonborn, so finding an option that works for playing a Ravenite is really cool.

2.Character Info
a.Character Name: Gheshar Nemmonis
b.Picture: Posted Above
c.Race & Age: Ravenite Dragonborn, Age 35
d.Class & Background: Echo Knight / Special Operative (Urban Bounty Hunter)
e.SHORT Character Story:
- survived fall of Draconia at hands of Chroma Conclave,
- fled to the Krynn Dynasty. Enlisted as a soldier, showed aptitude for dunamis Echo Knights.
- fought in the war with the empire, was an echo knight on the front lines, conducted himself notably, enough that he may be on a list of those to watch for induction purposes
- since the war’s end, has run special missions for the shadow hand, and this particular mission is of utmost importance. One of their dunamency mages has left the Krynn. They do not believe they have defected, but there has been no contact from them for over a week at this point, and the disappearance happened roughly where the game begins.
f.Something about your character which is a trope/cliche: Dark and Brooding with tragic past
g.Something about your character that is surprising: He’s an amazing cook and enjoys learning about other culture’s cooking.
h.Character Sheet:

3.Most important question
a.Convince me that you will not drop in the middle of the game: I don’t want to be the center of the story, but I do want to be involved and feel like my character is connected into the overarching story and has a reason to be where they are going. Sometimes that’s with his friends to aid them in their missions, and sometimes that’s because the adventure is integral to his own motivations. If I feel engaged, connected, and like my posts make a difference to people’s enjoyment and involvement in the adventure, then I will be a very committed participant and co-storyteller. I want to feel epic.


 
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GM: Scales of War 5e & Yeohven: Fall from Grace
Real Life hitting harder and harder. Working on updates as soon as I can, please have pity (patience) on me!

Last edited by MontageManiac; Jul 12th, 2021 at 10:43 AM.
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Old Jul 12th, 2021, 10:57 AM
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Callisto Evgeniya, Priestess of Sehanine
 

Character Info
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  1. Character Name: Callisto Evgeniya
  2. Picture:
  3. Race: Pallid Elf
  4. Age: 189 years
  5. Class: Cleric (Twilight)
  6. Background: Far Traveler (SCAG)
  7. SHORT Character Story: For nearly two centuries, Callisto has looked up at the moon and watched her face change every night. For nearly two centuries, Callisto has looked around to her own people and seem them fixed in their ways, stagnating in their isolation. Only in recent years has the Pallid Grove began to open itself up to the outside world once again. Callisto was one of the first to leave her homeland, and outside those ashen woods, she has found a world that she believes has been much lessened for her people's absence from it. During the centuries of hiding and locking themselves away, how much good could have been worked? How many ideas exchanged? Callisto now travels among the humans, halflings and yes, even dwarves, learning what she can, spreading her goddess's comfort to all in need.
  8. Something about your character which is a trope/cliche: An elf? With a bow? How droll.
  9. Something about your character that is surprising: Rather than being an isolationist like many of her kin, Callisto is a strict interventionalist, believe that the lives of the younger races matter as much as an elf's.
  10. Character Sheet: (link)

 

Stat BlockCallisto Evgeniya | Pallid Elf | Cleric (Twilight) | Level 4

HP: 23/23 | AC: breastplate16 | PP: 15 | Initiative: +3 | Speed: 30ft

Stats: Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 12 (+1), Wis 16 (+3), Cha 11 (+0)

Saves: Wis +5 | Cha +2

Attacks: Attack +7 ; 1d8+3 piercing damage ; 150/600 ftLongbow, Attack +5 ; 1d6+3 slashing damage Scimitar, Con DC 13 ; 1d6 radiant damage ; 5' radiusWord of Radiance

Skills: Athletics +2 | Advantage due to Incisive SenseInsight +5 | Advantage due to Incisive SenseInvestigation +1 | Medicine +5 | Perception +5 | Persuasion +2

Languages: Common, Elvish, Gnomish

Relevant Equipment: Longbow, Scimitar, Mithral Breastplate

You have have advantage on Intelligence (Investigation) and Wisdom (Insight) skill checksIncisive Sense | You know the Light Cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.Blessing of the Moon Weaver | Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
All Eyes on You | Divine Domain: Twilight | Feat: Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
Fighting Initiate | Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons.Archery

 

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Last edited by hafrogman; Jul 12th, 2021 at 10:59 AM.
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Old Jul 12th, 2021, 02:14 PM
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Character Info Dwarf (hill) Wizard (Enchanter)
Name: Skarn Goldbeard
Race & Age: Dwarf, 80 years old.
Class & Background: Wizard / Guild Merchant
Character Sheet)

(no pun intended)SHORT Character Story: Skarn has always had a mind for books, charts, tables, and details. His father was a brewer and Skarn had helped him sell ale and balance the books since he can remember. Over time, his reputation for attention to details grew, and he found himself being consulted from everyone from mining engineers to money lenders and eventually even House Thunderbrand, the noble house responsible for overseeing arcanists within Kraghammer. He would exchange tedious tasks like transcriptions of linages or scroll inventory in exchange for scraps of arcane education. He could not train formally, however, due to his low rank, for the Goldbeards were not related to one of the five great houses. House Thunderbrand would utilize his talents and praise his abilities while at the same time deny him access or even acknowledgement. Resentment began to build. Then his father's brewery was reallocated, taken by a minor noble house as soon as its reputation had grown sufficient enough to be worth their notice. His father, a master brewer, taken on as a lowly keg tapper. It became crystal clear to Skarn that without being born into a Great House, the only way to real power was through wealth. He wouldn't earn much from selling ale alone, but he had begun to build a network of clients, many of whom were influential. Guild business would buy him access to other opportunities, opportunities he hoped his quick mind and magical skills could take advantage of.




 


 


 


 



Links:
dice rolling thread (roll here)
Discord Server for OOC.
Character Sheet)
Private character page
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Last edited by Still_Pond; Nov 13th, 2021 at 10:33 PM.
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Old Jul 12th, 2021, 11:17 PM
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Last edited by Duxus; Sep 29th, 2021 at 04:06 AM.
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Old Jul 14th, 2021, 07:01 PM
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Character Application
Character Info
a.Character Name: Quelludorn Slagaxe
b.Picture:
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c.Race & Age: Mountain Dwarf, 150
d.Class & Background: Clan Crafter Transmutation Wizard
e.Character Story:
Quelludorn hails from Uthodurn, displaying the physical tendencies of both dwarven and elven ancestry. While his father was of heavily mixed blood, his mother's side clung devoutly to their dwarven traditions. The family worked stones of all types and sizes, from masonry and sculpture to gem cutting and jewel mining. Occasional smelters or smiths were also common in the family, but with Quelludorn, things took a slightly different path.

He was more theoretical in his appreciation of all things earthen. His studies led him to multiple ways to manipulate the earth through magical means as much as tools. His father, appreciating his son's unique attributes talked his mother into allowing him to become a merchant to trade some of their family's creations for income. It worked for a time, and the thriving enterprise grew quickly. Quelludorn enjoyed the travel, but quickly tired of the job. He hired people to do the work for him, and his parents noticed the diminishing returns.

Their request for him to return home has gone unanswered.
f.Something about your character which is a trope/cliche: Quelludorn is obsessed with every aspect of stone, metals, and jewels. He can go on for hours about what separates andesite from rhyolite and basalt or golden beryl from heliolite, even though there's only a minute's worth of information.
g.Something about your character that is surprising: Quelludorn is quite sturdy and strong, for a wizard anyway.
h.Character Sheet:
Profiler link.

Stat BlockQuelludorn Slagaxe | Mountain Dwarf | Transmutation Wizard (4)
Senses: Sight: Darkvision 60 ft | Passive Perception: 10 | Passive Investigation: 14 | Passive Insight: 12
Languages:
Common, Dwarven
AC: 15 with Mage Armour on12 | HP: 30/30
Abilities:
STR: +112 | DEX: +214 | CON: +316 | INT: +215 | WIS: 010 | CHA: 010
Saves:
STR: +1 | DEX: +2 | CON: +5 | INT: +4 | WIS: +2 | CHA: +0
Skill & Tool Proficiencies:
Arcana: +4 | History: +4 | Insight: +2 | Investigation: +4 | Mason's Tools: +4 | Jeweler's Tools: +4
Hands:
Left: Arcane Focus
+1 to Attacks, Saves, and Spell Slots Recovered with Arcane Recovery
Arcane Grimoire | Right: +3 to hit | 1d6+1 Bludgeoning Damage (Versatile, 1d8)Quarterstaff

Spellcasting:
Attack Modifier: +5 | Save DC: 13
Cantrips:
Casting Time: 1 action
Range/Area: 60ft.
Components: V, S
Duration: Instantaneous
Attack/Save: DEX 12

You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Acid Splash, 1 minute
Range/Area: Touch
Components: V, S, M(two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Mending, Casting Time: 1 action
Range/Area: 30ft./5ft.
Components: S
Duration: Instantaneous

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Mold Earth, Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Spell Text
Prestidigitation
1st Level Spells: 4/4 Slots
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Absorb Elements, Casting Time: 1 minute
Range/Area: 30ft.
Components: V, S, M(a tiny bell and a piece of fine silver wire)
Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Alarm (Ritual), Casting Time: 1 action
Range/Area: 90ft.
Components: V, S, M(a diamond worth at least 50 gp)
Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Chromatic Orb, Casting Time: 1 hour
Range/Area: 10ft.
Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Find Familiar (Ritual), Casting Time: 1 action
Range/Area: 60ft./10ft.
Components: V, S, M(a bit of pork rind or butter)
Duration: 1 minute
Attack/Save: DEX 12

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Grease, Casting Time: 1 minute
Range/Area: Touch
Components:
V, S, M(a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Identify (Ritual), Casting Time: 1 action
Range/Area: Touch
Components: V, S, M(a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Mage Armour, Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Magic Missile,
2nd Level Spells: 3/3 Slots
Casting Time: 1 action
Range/Area: 60ft./5ft.
Components: V, S, M(a pinch of dust)
Duration: Concentration, up to 1 minute
Attack/Save: STR 13

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Dust Devil, Casting Time: 1 action
Range/Area: 300ft.
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: STR 13

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Earthbind, Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Knock, Casting Time: 1 action
Range/Area: 30ft./5ft.
Components: V, S, M(a miniature hand sculpted from clay)
Duration: Concentration, up to 1 minute
Attack/Save: STR 12

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Maximillian's Earthen Grasp
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Old Jul 15th, 2021, 01:25 PM
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kymrel kymrel is offline
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Character Info
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Name: Theodore Hamfast ("Teddy")

Race: Lotudsen Halfling

Age: 27

Class: Barbarian (Totem Warrior)

Background: Personality Traits:
* I like nothing better than sitting down with a pint of ale and piles of food on the table, blowing smoke rings and telling stories.
* I love chatting with people I meet and don’t really know when to stop. My grandmother told me I could talk the wings off a pixie. Not in a good way. Assuming there is a good way to talk the wings off a pixie.
Ideal: Friends and family. We are only as strong as the group of friends or family we are a part of.
Bond: I will risk life and limb for a true friend, even if I know they would not do the same for me.
Flaw: I have a terrible temper that has caused me trouble many times in the past. Sometimes the smallest things can make me snap.
Outlander

Backstory: Teddy was always one of the strong lads in his forest community, something he took great pride in. When he was a young man he won most contests of strength at country fairs. Until he lost to a runt of a boy called Ferris Runfoot from a nearby community. He lost at wrestling, arm-wrestling and keg-tossing, and then lost his temper right after each event, feeling completely humiliated. When Ferris confessed, deep in his cups that evening, that his magical bracers gave him super-halfling strength, Teddy saw red. He snapped completely and smashed a keg on Ferris’ head. To this day he doesn’t know if the boy survived the blow. Coming to his senses and realizing what he had done, Teddy snatched the magical braces off Ferris’ wrists and fled.

Feeling distraught and alone in the world, Teddy ended up selling his services as a wilderness guide to those with coin to pay. Despite what he told everyone he met, the life of a mercenary wasn’t for him. He needed friends to take the place of the family he left behind. This is why he joined a group of people looking for adventure, feeling that the like-minded spirit might be enough to stifle his urge to go back home and face the music for what he did.

Trope/Cliche: Teddy has a typical Halfling fondness for food, drink and pipe weed as well as the comforts of home. His background feature allows him to forage for food for himself and five other people. Unless forced to share, he will mostly eat everything he forages himself. Second breakfast is totally a thing.

Something Surprising: Teddy has an explosive temper and violent tendencies that don’t fit what most people imagine when they think of Halflings.

Character Sheet: Theodore Hamfast

 

OOC
 

 
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People say I'm evil and twisted, but I really have the heart of a young boy. In a jar, on my desk.

I have taken the Oath of Sangus.

Last edited by kymrel; Jul 15th, 2021 at 01:26 PM.
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  #9  
Old Sep 28th, 2021, 10:20 PM
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Embrodak Embrodak is offline
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Character Info
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Character Name: Expositor Alegra (she/her)
Race & Age: Half-Elf - 25
Class & Background: Pact of the Tome Warlock (Celestial) | Sage (Cobalt Soul)
SHORT Character Story: Alegra is a half-elven warlock working as an Expositor for the Archive of the Cobalt Soul, a library in Zadash. She is a Celestial Warlock of the Tome, having made a pact with The Knowing Mistress, Ioun.

Alegra is a young woman of average height (5'6") usually covered in well tailored robes. She has green eyes, a chestnut-brown skin tone, and shoulder length blond hair shaved into an undercut on the left, flowing down her right side. She usually has it trimmed neatly and has a splash of color (currently red). She wears multiple silver rings on her exposed ear, and her left eye brow has a part in it from a childhood accident.

Alegra's Father (Qiwarin Vinnohish) was traveling wizard from Bysaes Tyl, reseaching some items in the Archive. Alegra's mother (Alyryn Binan) was a simple Scribe that was tasked with escorting Qiwarin as he researched some volumes in the library. The two had a brief affair, before he headed off as his research was completed. It was weeks after he had left, that his mother discovered her pregnancy. She raised her alone, never communicating to her father again. When Alegra was five, her mother married a Cobalt Soul Monk (Ibarin Azul) from the Cobalt Soul, and they had three more children of their own. Ibarin treated Alegra like his own, having known her since she was a baby. She has a great relationship with her half-siblings (Agron - 19 Male, Temarim - 17 Male, 16 Female) all of whom live and work in the Cobalt Soul in some capacity. Alegra had three surnames to choose from, and usually goes nameless. If pushed she will provide her adopted fathers Surname - Azul.

Alegra lived in the Archives her whole life, tagging along with her mother since she was a baby. She is finds comfort in library, sitting and reading every book. When she got older she was in a quandary as to what to do. She had no wizardly talent (like she was told her father was), she was not physically talented to be a monk like her adopted father. She had no desire for clerical study so she started training to be a scholar like her mother. She had asperations for more and that is when she heard the calling of Ioun, and she made a Pact. In exchange for spell power she would travel the world uncovering lost knowledge.


Something about your character which is a trope/cliche: Apparently having a shaven head. I was thinking Cressida (Natalie Dormer) from the Hunger Ganes, and while looking for pics I found two I liked. One was a shaven head half-elven woman, and the other had an undershave.

Something about your character that is surprising: She has a Pact with Ioun. She is the only warlock in the Archive.

Character Sheet: Link to D&D Beyond. If accepted and if you require, I can make a RPG Crossing Sheet.
Most important question
a.Convince me that you will not drop in the middle of the game:
I'm a long time player on this site. I've been a member since 2005.
Former Admin. Currently down to one game (at one point in the past I had 20 active games). That game is finishing up the current chapter and then going on hiatus, so this will be my sole game.
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Last edited by Embrodak; Sep 28th, 2021 at 10:21 PM.
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